$19.99Gremlins, Inc. Scheme, Steal, Get Rich
Play cards to move around town or play them to ruin your rivals, one greedy scheme at a time.
Is Gremlins, Inc. worth it?
Gremlins, Inc. is worth it if…
- you like board games where reading the table matters as much as the cards
- you enjoy being delightfully horrible to your friends and having it done back to you
- you want short sessions you can tune to fit your evening
- you like strategy that changes shape depending on which optional rules are switched on
Screenshots
One hand of cards, two ways to play them
Every turn, the same six cards are two things at once: movement and action. Spend a card to walk the board, or play it on the right spot for its effect. Hold the good one for later, or burn it now to get somewhere fast? That tension drives every round. The deck holds 201 cards (171 of them unique), split into permanent, regular, secret and criminal types, so what you hold shapes both your next step and your plan for the whole session. Combine two or three cards in one turn and the effects stack in ways that keep surprising you, session after session.
Sabotage is not just allowed, it is the point
The gremlins of this town want money, political power and prestige, and they would rather ruin a rival's project than finish their own. So you will too. Half your session goes to building your own fortune; the other half goes to stealing, extorting, initiating conflicts and getting people arrested. You land someone in the Jail, they scheme their way out, and the score can flip in a single round. The resource system helps too: score, money, votes, malice, income and bribes mean a comeback is rarely out of reach, even after you have been robbed and locked up in the same turn. Tension tends to last until the very last round.
A town with eleven places to get into trouble
The board is a hand-drawn steampunk town with eleven locations: the Bank, the Casino, the Court, the Jail, the Inferno, even the Astral Plane. Each spot type does its own thing, from Income and Bribe to Police, Gamble and Misfortune. On top of that sit optional layers you toggle per session: 6 Chaos Cards that change the dynamics, and 12 sets of Character Abilities that push certain strategies harder. There is also a Misfortune deck of 40 events that can hit everyone's standing at once, or be aimed at one unlucky opponent. Two different playing fields, the Clockwork Town and the Clockwork Colony, give each setup its own challenges.
Better with friends, even when they ruin you
This is a game built for a lobby. Up to six players, human or AI, in custom sessions you configure yourself, or password-protected private ones so nobody crashes the table. Team mode (2x2, 3x3 or 2x2x2) adds a whole second layer: victory depends on communication and coordination, not just who plays the best cards. And if your turn comes up while a friend is mid-scheme, spectator mode lets you watch other sessions from inside the game and react along with the table through messages and emoticons. Sessions scale to your evening: a quick duel can finish in under 20 minutes, a long four-player match can run two hours.

























